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Article summary:

1. This paper explores the videogame Hellblade: Senua’s Sacrifice through a disability studies lens to highlight the unique challenges associated with representing psychosis in fictional, immersive gameplay environments.

2. The paper employs close reading strategies to examine specific scenes from Hellblade that either subvert or uphold stereotypical representations of psychosis, and acknowledges the largely positive effects of the designers’ collaboration with stakeholders in the mental health community.

3. The paper calls for continued collaboration between the humanities and medical sciences to promote scholarship that does not perpetuate stigmatizing tropes, and argues for an active divestment of the term “madness” in the humanities.

Article analysis:

The article is generally reliable and trustworthy, as it provides a detailed exploration of Ninja Theory's 2017 videogame Hellblade: Senua's Sacrifice through a disability studies lens. The author employs close reading strategies to critically examine specific scenes from Hellblade that either subvert or uphold stereotypical representations of psychosis, while also acknowledging the largely positive effects of the designers’ collaboration with stakeholders in the mental health community. However, there are some potential biases present in this article which should be noted. For example, while it is acknowledged that there are difficulties associated with framing psychosis as a conventional disability in theoretical discourse, there is no discussion of how this might affect those living with mental illness or how it could potentially lead to further stigma and discrimination against them. Additionally, while there is an argument made for an active divestment of the term “madness” in the humanities, there is no discussion of alternative terms which could be used instead or how such a shift might impact those living with mental illness. Furthermore, while it is noted that Hellblade represents one of the more sophisticated virtual representations of mental illness, there is no exploration into other games which may have similar representations or how they compare to Hellblade's approach. All these points should be taken into consideration when assessing this article's trustworthiness and reliability.